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#include "Game/Actor/AI/aiPriestBossActorNormalMode.h"
namespace uking::ai {
PriestBossActorNormalMode::PriestBossActorNormalMode(const InitArg& arg) : PriestBoss(arg) {}
PriestBossActorNormalMode::~PriestBossActorNormalMode() = default;
bool PriestBossActorNormalMode::init_(sead::Heap* heap) {
return PriestBoss::init_(heap);
}
void PriestBossActorNormalMode::enter_(ksys::act::ai::InlineParamPack* params) {
PriestBoss::enter_(params);
}
void PriestBossActorNormalMode::leave_() {
PriestBoss::leave_();
}
void PriestBossActorNormalMode::loadParams_() {
PriestBoss::loadParams_();
getStaticParam(&mApproachWarpRate_s, "ApproachWarpRate");
getStaticParam(&mApproachStartDistance_s, "ApproachStartDistance");
getStaticParam(&mLeaveStartDistance_s, "LeaveStartDistance");
getStaticParam(&mLeaveStartTime_s, "LeaveStartTime");
getStaticParam(&mWaitMinTime_s, "WaitMinTime");
getStaticParam(&mWaitMaxTime_s, "WaitMaxTime");
getStaticParam(&mSecondHalfLifePercent_s, "SecondHalfLifePercent");
getStaticParam(&mFramesRestrictEarthRelease_s, "FramesRestrictEarthRelease");
getStaticParam(&mWarpPosDistFromPlayer_s, "WarpPosDistFromPlayer");
getStaticParam(&mStageMarginRateForEarthRelease_s, "StageMarginRateForEarthRelease");
getStaticParam(&mIsManagedBtlMgr_s, "IsManagedBtlMgr");
getDynamicParam(&mFromSyncMode_d, "FromSyncMode");
getAITreeVariable(&mEquipWeaponBufIndex_a, "EquipWeaponBufIndex");
getAITreeVariable(&mReturnFromBananaMode_a, "ReturnFromBananaMode");
}
} // namespace uking::ai
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